You crossed a vast wasteland to reach the fabled Dungeons of McGuffin, where the Mad Mage lived for centuries, collecting monsters and creating items of immense power. Hungry, you descend its ancient stairs with your trusty lantern in hand. The journey was hard, but it was only beginning. Now you must fight off long-unknown creatures to gain treasure and fame, and return home a hero.

I played around with it a bit, it's nice. A few things (not sure how this impacts the 4k limit).

1. Is it possible to make the fonts/window a bit bigger? The small letters strained my eyes.2. You are using up little enough of the screen, can you put the key instructions in abbreviated form right in the applet?3. When I hit a monster the second time, it wasn't clear what had happened because the text description is the same so nothing changes. Is it possible to cycle between a few options "You hit the monster", "You clobbered the monster", etc. to make it more obvious that something happened again?

I played around with it a bit, it's nice. A few things (not sure how this impacts the 4k limit).

1. Is it possible to make the fonts/window a bit bigger? The small letters strained my eyes.2. You are using up little enough of the screen, can you put the key instructions in abbreviated form right in the applet?3. When I hit a monster the second time, it wasn't clear what had happened because the text description is the same so nothing changes. Is it possible to cycle between a few options "You hit the monster", "You clobbered the monster", etc. to make it more obvious that something happened again?

1. I agree with the font size. It was what I could do to keep the messages on a single line and not lose too much information. I'll see what I can do about possibly stretching the screen size to make the text a bit more readable. However, I'm really pinched for space as it stands (4061), and I'm looking to keep the changes minimal.

2. For the official submission, the applet will be by itself. I'll look at rearranging the page so that the instructions are more easily read.

3. That's a really good point. I'm going to look into alternating the text color, so that there will be some kind of indication that another turn passed.

Most of the case statements take advantage of the fall-through feature to reduce code duplication, but there were some that I removed. It seems to have helped to reduce the code size. Thanks for the suggestion.

I'm very interested in your game, but I would appreciate very much to play it on a bigger screen !

I gave a short look at your code, and noticed you mixed &, &&, | and || logical operators. Is it mandatory for your program ? If it wasn't, I wonder if you wouldn't save a few bytes by using only the & and | ones.

Cool Roguelike game. A few comments about it :- I was not able to cancel the "use item" action when the game asked me to "pick a direction" or to hit "any other key to cancel" ;- I regret the dungeon level is not indicated ;- when the player reaches 0% food, starvation should not lead to immediate death, but to reduce health slowly instead.

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